Remathilis
Legend
It's interesting you say that, because I'm seeing the same issue you're pointing out with Princes in Lost Mine. There's no sense of urgency, no agenda that will get realized if the players do nothing, no time limit, no rising tension. The main villain of Lost Mine is another "sit there and wait" kind of villain, as are the lower rungs on the totem pole.
The group I'm running it with (spoilers)
[sblock]
let Sildar die, so he wasn't around to direct them at the Redbrands, and they presumed that the Rockseeker dwarf had met some unfortunate fate as well, so they went a little aimless in the middle of the adventure, not seeing Cragmaw Castle as their next destination clearly. I was casting about to see what would happen if they didn't uncover Cragmaw Castle and...well....nothing happens, really. If the players never arrive on the scene, maybe at some point the Nezznar gets some magic items? Maybe some more drow show up? Nothing's really in flux, and if the villains get everything they want....no big deal.[/sblock]
I can forgive this because its a Starter Adventure; remember his is supposed to be someone's first exposure to D&D. Having villains not take pro-active measures makes it easier on a new DM. Otherwise, you're asking a new DM to act and react; something that comes with experience and understanding of the rules. A new DM has a lot on his plate already.
Now, ToD and EE, I have no excuses for, but LMoP I can forgive its very inactive approach.