You MUST write the entire game with this kind of thing in mind.
The advancement of the game has to be related to wall time so that players stay in sync. If you miss a tick you don’t take an action, this is of course very bad in combat, and as a result you either need long turns or to have relatively simple combat, you can’t have game mechanics that require you to spend any amount of time looking in your inventory for things or making convoluted decisions. This is one of the reasons roguelikes can have such depth, the simple commitment to being turn-based allows the player time to manage a nearly arbitrary amount of depth in game systems, even in combat.
Another result is that you either need player relationships to be non-rivalrous (you’re not competing for the same resources) or relative turn advancement must be managed and balanced. If you took DDA and made it multiplayer, the first person to get a working vehicle would simply win for all intents because they would suddenly have massively better mobility and resource gathering ability compared to other players, and the first person to get there would almost certainly be someone who took way more turns than anyone else. Rivalrous MMOs tend to parcel out turns as a limited resource in order to stay attractive to people who don’t have hours to spend on the game per day.
All the crafting systems go right out the window, since they burn through hundreds of turns at a time, crafting would either be “start it and walk away from the game” (and hope you don’t get ambushed, since you’re not watching the game) or would have to be gutted and replaced with a system with shortened timespans.
tl;dr, it’s possible, but you’d have to start from scratch, or it’ll suck