Emphasis mine.
There's your problem right there! In DCC (or any funnel; you can do them in any RPG and are arguably even better in a straight B/X game) you aren't supposed to decide what you want to play before you start. The whole point is that you're just some person who has been dragged into this adventuring life. Surviving that funnel is all the backstory you need, and now you actually care about that PC.
It is very liberating if you have experienced a lot of the entitlement that ordinary D&Ders sometimes fall foul of. The notion that your character "should" have an 18 in some stat. The notion that unless you get to finetune every little detail the character is "unplayable". The notion that the character is a bunch of numbers that "belong" to the player.
Min-maxing a character over 20 levels is a substantial effort, so that must mean the DM won't take that away, or my participation is "wasted", amirite? (Far from every D&D group plays this way, and lots of groups don't need any help at all.... but many groups do contain at least
some of this type of thinking...)
That, and now I'm slightly exaggerating, roleplaying
isn't about collectively telling a story. Instead, let's assume and take for granted that my PC will reach level 20, and the actual campaign is just there to create the details on how that goal was reached...
What's so liberating about DCC is how you get reminded of how your character dying can be a valuable and important part of our shared story.
That the goal isn't actually to "win" or "complete your build". The goal is to collectively share an experience, and that this experience becomes richer, not poorer, if it
not only contains triumphs and successes, but setbacks and losses as well.