Yes, exactly.
It already does have some roguelike elements. Randomly generated events play a big factor on the future of your dynasty (whom, if you loose, you are permanently out of the game). The passage of time takes the role of character movement = you don't need movement to simulate progression when you already have a realtime quasi-turn system.
For people in the East, Mongols are the largely inescapable boss you have to prepare for at the end. Or, for Muslims, the threat posed by you decadency counter spurs you on to defeat and imprison your dynasty, or to conquer other nations.
Here's an example event idea:
Roguish Foot Soldiers
Trigger: army moves into new enemy province (if this type of scripting is possible.)
*Your Marshall approaches you* "Sire, the men are taking to molest the women of the land. This could be good for troop moral, but it could also cause a plethora of moral problems."
Options and outcomes:
Any man laying his hand on a woman is put to death!:
Your men fear you! (moral boost, %chance traits cruel+arbitrary+just, leader relation effects, etc)
The men have had enough of your zealotry! (unit flag swap to enemy or rebel)
The church is impressed! (+ church opinion)
A hedonistic clergyman conspires against you! (delayed quest chain)
Your men are inspired by your zealous attitude! (moral boost, chance zealous trait on ruler and unit leaders)
Discipline the men
Your men grow despondent (moral drop)
The men disobey your orders (syphilis outbreak, economic ruin in province)
The men obey (no effect)
Let the men have whomever they choose!
Your men love you (moral boost, economic ruin in province)
Syphilis outbreak!
You are seen as a hedonist! (hedonist, chance arbitrary)
The church condemns you! (-church opinion, chance excommunicated)
A hedonistic vassal agrees! (hedonistic vassal becomes friend)